From 8a1235c3dcf7fe69b2e2ea3eea326858d26d38b9 Mon Sep 17 00:00:00 2001 From: Griffin Smith Date: Fri, 29 Nov 2019 22:59:15 -0500 Subject: Use menus for combat and picking up items Refactor a bunch of stuff around to allow for polymorphically surfacing an EntityChar for all entities, and use this to write a generic `entityMenu` function, which generates a menu from the chars of a list of entities - and use that to fully implement (removing `undefined`) menus for both attacking and picking things up when there are multiple entities on the relevant tile. --- src/Xanthous/Entities/Raws.hs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/Xanthous/Entities/Raws.hs') diff --git a/src/Xanthous/Entities/Raws.hs b/src/Xanthous/Entities/Raws.hs index 9b7d63c6c4c5..d4cae7ccc299 100644 --- a/src/Xanthous/Entities/Raws.hs +++ b/src/Xanthous/Entities/Raws.hs @@ -14,7 +14,7 @@ import Xanthous.Prelude import System.FilePath.Posix -------------------------------------------------------------------------------- import Xanthous.Entities.RawTypes -import Xanthous.Entities +import Xanthous.Game.State import qualified Xanthous.Entities.Creature as Creature import qualified Xanthous.Entities.Item as Item import Xanthous.AI.Gormlak () -- cgit 1.4.1